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OK weapons: Added secondary blaster during countdown.
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / overkill / sv_overkill.qc
1 #include "sv_overkill.qh"
2
3 #include "hmg.qh"
4 #include "rpc.qh"
5
6 string autocvar_g_overkill;
7
8 bool autocvar_g_overkill_powerups_replace;
9
10 bool autocvar_g_overkill_itemwaypoints = true;
11
12 .Weapon ok_lastwep[MAX_WEAPONSLOTS];
13
14 REGISTER_MUTATOR(ok, expr_evaluate(autocvar_g_overkill) && !cvar("g_instagib") && !g_nexball && cvar_string("g_mod_balance") == "Overkill")
15 {
16         MUTATOR_ONADD
17         {
18                 precache_all_playermodels("models/ok_player/*.dpm");
19
20                 if (autocvar_g_overkill_filter_healthmega)
21                 {
22                         ITEM_HealthMega.spawnflags |= ITEM_FLAG_MUTATORBLOCKED;
23                 }
24                 if (autocvar_g_overkill_filter_armormedium)
25                 {
26                         ITEM_ArmorMedium.spawnflags |= ITEM_FLAG_MUTATORBLOCKED;
27                 }
28                 if (autocvar_g_overkill_filter_armorbig)
29                 {
30                         ITEM_ArmorBig.spawnflags |= ITEM_FLAG_MUTATORBLOCKED;
31                 }
32                 if (autocvar_g_overkill_filter_armormega)
33                 {
34                         ITEM_ArmorMega.spawnflags |= ITEM_FLAG_MUTATORBLOCKED;
35                 }
36
37                 WEP_RPC.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
38                 WEP_HMG.spawnflags &= ~WEP_FLAG_MUTATORBLOCKED;
39
40                 //WEP_SHOTGUN.mdl = "ok_shotgun";
41                 //WEP_MACHINEGUN.mdl = "ok_mg";
42                 //WEP_VORTEX.mdl = "ok_sniper";
43         }
44
45         MUTATOR_ONREMOVE
46         {
47                 ITEM_HealthMega.spawnflags &= ~ITEM_FLAG_MUTATORBLOCKED;
48                 ITEM_ArmorMedium.spawnflags &= ~ITEM_FLAG_MUTATORBLOCKED;
49                 ITEM_ArmorBig.spawnflags &= ~ITEM_FLAG_MUTATORBLOCKED;
50                 ITEM_ArmorMega.spawnflags &= ~ITEM_FLAG_MUTATORBLOCKED;
51
52                 WEP_RPC.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
53                 WEP_HMG.spawnflags |= WEP_FLAG_MUTATORBLOCKED;
54         }
55 }
56
57 void W_Blaster_Attack(entity, .entity, float, float, float, float, float, float, float, float, float, float);
58
59 MUTATOR_HOOKFUNCTION(ok, Damage_Calculate, CBC_ORDER_LAST)
60 {
61         entity frag_attacker = M_ARGV(1, entity);
62         entity frag_target = M_ARGV(2, entity);
63         float frag_deathtype = M_ARGV(3, float);
64
65         if(IS_PLAYER(frag_attacker) && (IS_PLAYER(frag_target) || IS_VEHICLE(frag_target) || IS_TURRET(frag_target)))
66         if(DEATH_ISWEAPON(frag_deathtype, WEP_BLASTER))
67         {
68                 if(frag_attacker != frag_target)
69                 if(!STAT(FROZEN, frag_target))
70                 if(!IS_DEAD(frag_target))
71                 {
72                         Send_Notification(NOTIF_ONE, frag_attacker, MSG_CENTER, CENTER_SECONDARY_NODAMAGE);
73                         M_ARGV(6, vector) = '0 0 0'; // force
74                 }
75
76                 M_ARGV(4, float) = 0; // damage
77         }
78 }
79
80 void ok_DropItem(entity this, entity targ)
81 {
82         entity e = spawn();
83         e.ok_item = true;
84         Item_InitializeLoot(e, "item_armor_small", this.origin + '0 0 32',
85                 '0 0 200' + normalize(targ.origin - this.origin) * 500, 5);
86 }
87
88 MUTATOR_HOOKFUNCTION(ok, PlayerDies)
89 {
90         entity frag_attacker = M_ARGV(1, entity);
91         entity frag_target = M_ARGV(2, entity);
92
93         entity targ = ((frag_attacker) ? frag_attacker : frag_target);
94
95         ok_DropItem(frag_target, targ);
96
97         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
98         {
99                 .entity weaponentity = weaponentities[slot];
100
101                 frag_target.ok_lastwep[slot] = frag_target.(weaponentity).m_switchweapon;
102         }
103 }
104
105 MUTATOR_HOOKFUNCTION(ok, MonsterDropItem)
106 {
107         entity mon = M_ARGV(0, entity);
108         entity olditem = M_ARGV(1, entity);
109         entity frag_attacker = M_ARGV(2, entity);
110
111         delete(olditem);
112
113         M_ARGV(1, entity) = NULL;
114
115         ok_DropItem(mon, frag_attacker);
116 }
117
118 MUTATOR_HOOKFUNCTION(ok, ForbidThrowCurrentWeapon)
119 {
120         return true;
121 }
122
123 MUTATOR_HOOKFUNCTION(ok, PlayerPreThink)
124 {
125         if (game_stopped)
126         {
127                 return;
128         }
129         entity player = M_ARGV(0, entity);
130         if (!IS_PLAYER(player) || IS_DEAD(player) || STAT(FROZEN, player))
131         {
132                 return;
133         }
134         if (!PHYS_INPUT_BUTTON_ATCK2(player) || forbidWeaponUse(player) ||
135                 !(round_handler_IsActive() && !round_handler_IsRoundStarted()))
136         {
137                 return;
138         }
139         // Allow secondary blaster during countdown.
140         for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
141         {
142                 .entity weaponentity = weaponentities[slot];
143                 Weapon weapon = player.(weaponentity).m_weapon;
144                 if (weapon == WEP_Null && slot != 0)
145                 {
146                         continue;
147                 }
148                 weapon.wr_think(weapon, player, weaponentity, 2);
149         }
150         PHYS_INPUT_BUTTON_ATCK2(player) = false;
151 }
152
153 MUTATOR_HOOKFUNCTION(ok, PlayerWeaponSelect)
154 {
155         entity player = M_ARGV(0, entity);
156
157         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
158         {
159                 .entity weaponentity = weaponentities[slot];
160                 entity thiswep = player.(weaponentity);
161
162                 if(player.ok_lastwep[slot] && player.ok_lastwep[slot] != WEP_Null)
163                 {
164                         Weapon newwep = player.ok_lastwep[slot];
165                         if(player.ok_lastwep[slot] == WEP_HMG)
166                                 newwep = WEP_MACHINEGUN;
167                         if(player.ok_lastwep[slot] == WEP_RPC)
168                                 newwep = WEP_VORTEX;
169                         thiswep.m_switchweapon = newwep;
170                         player.ok_lastwep[slot] = WEP_Null;
171                 }
172         }
173 }
174
175 void self_spawnfunc_weapon_hmg(entity this) { spawnfunc_weapon_hmg(this); }
176 void self_spawnfunc_weapon_rpc(entity this) { spawnfunc_weapon_rpc(this); }
177
178 MUTATOR_HOOKFUNCTION(ok, OnEntityPreSpawn)
179 {
180         entity ent = M_ARGV(0, entity);
181
182         if(autocvar_g_powerups)
183         if(autocvar_g_overkill_powerups_replace)
184         {
185                 if(ent.classname == "item_strength")
186                 {
187                         entity wep = new(weapon_hmg);
188                         setorigin(wep, ent.origin);
189                         setmodel(wep, MDL_OK_HMG);
190                         wep.ok_item = true;
191                         wep.noalign = Item_ShouldKeepPosition(ent);
192                         wep.cnt = ent.cnt;
193                         wep.team = ent.team;
194                         wep.respawntime = g_pickup_respawntime_superweapon;
195                         wep.pickup_anyway = true;
196                         wep.spawnfunc_checked = true;
197                         setthink(wep, self_spawnfunc_weapon_hmg);
198                         wep.nextthink = time + 0.1;
199                         return true;
200                 }
201                 else if(ent.classname == "item_shield")
202                 {
203                         entity wep = new(weapon_rpc);
204                         setorigin(wep, ent.origin);
205                         setmodel(wep, MDL_OK_RPC);
206                         wep.ok_item = true;
207                         wep.noalign = Item_ShouldKeepPosition(ent);
208                         wep.cnt = ent.cnt;
209                         wep.team = ent.team;
210                         wep.respawntime = g_pickup_respawntime_superweapon;
211                         wep.pickup_anyway = true;
212                         wep.spawnfunc_checked = true;
213                         setthink(wep, self_spawnfunc_weapon_rpc);
214                         wep.nextthink = time + 0.1;
215                         return true;
216                 }
217         }
218 }
219
220 bool ok_HandleItemWaypoints(entity e)
221 {
222         if(!autocvar_g_overkill_itemwaypoints)
223                 return false; // don't handle it
224
225         switch(e.itemdef)
226         {
227                 case ITEM_HealthMega: return true;
228                 case ITEM_ArmorMedium: return true;
229                 case ITEM_ArmorBig: return true;
230                 case ITEM_ArmorMega: return true;
231         }
232
233         return false;
234 }
235
236 MUTATOR_HOOKFUNCTION(ok, Item_RespawnCountdown)
237 {
238         entity item = M_ARGV(0, entity);
239         return ok_HandleItemWaypoints(item);
240 }
241
242 MUTATOR_HOOKFUNCTION(ok, Item_ScheduleRespawn)
243 {
244         entity item = M_ARGV(0, entity);
245         return ok_HandleItemWaypoints(item);
246 }
247
248 MUTATOR_HOOKFUNCTION(ok, FilterItem)
249 {
250         entity item = M_ARGV(0, entity);
251
252         if(item.ok_item)
253                 return false;
254
255         return true;
256 }
257
258 MUTATOR_HOOKFUNCTION(ok, SetStartItems, CBC_ORDER_LAST)
259 {
260         WepSet ok_start_items = (WEPSET(OVERKILL_MACHINEGUN) | WEPSET(OVERKILL_VORTEX) | WEPSET(OVERKILL_SHOTGUN));
261
262         if(WEP_RPC.weaponstart > 0) { ok_start_items |= WEPSET(RPC); }
263         if(WEP_HMG.weaponstart > 0) { ok_start_items |= WEPSET(HMG); }
264
265         start_items |= IT_UNLIMITED_WEAPON_AMMO;
266         start_weapons = warmup_start_weapons = ok_start_items;
267 }
268
269 MUTATOR_HOOKFUNCTION(ok, SetWeaponArena)
270 {
271         // turn weapon arena off
272         M_ARGV(0, string) = "off";
273 }
274
275 MUTATOR_HOOKFUNCTION(ok, BuildMutatorsString)
276 {
277         M_ARGV(0, string) = strcat(M_ARGV(0, string), ":OK");
278 }
279
280 MUTATOR_HOOKFUNCTION(ok, BuildMutatorsPrettyString)
281 {
282         M_ARGV(0, string) = strcat(M_ARGV(0, string), ", Overkill");
283 }
284
285 MUTATOR_HOOKFUNCTION(ok, SetModname)
286 {
287         M_ARGV(0, string) = "Overkill";
288         return true;
289 }
290